/** For GL_ARB_geometry_shader4 */
/*@{*/
-#define MAX_GEOMETRY_VARYING_COMPONENTS 32
-#define MAX_VERTEX_VARYING_COMPONENTS 32
#define MAX_GEOMETRY_UNIFORM_COMPONENTS 512
#define MAX_GEOMETRY_OUTPUT_VERTICES 256
#define MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 1024
ctx->Const.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
ctx->Const.MaxVarying = 16; /* old limit not to break tnl and swrast */
ctx->Const.GeometryProgram.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
- ctx->Const.MaxVertexVaryingComponents = MAX_VERTEX_VARYING_COMPONENTS;
- ctx->Const.MaxGeometryVaryingComponents = MAX_GEOMETRY_VARYING_COMPONENTS;
ctx->Const.MaxGeometryOutputVertices = MAX_GEOMETRY_OUTPUT_VERTICES;
ctx->Const.MaxGeometryTotalOutputComponents = MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS;
[ "MAX_GEOMETRY_OUTPUT_VERTICES_ARB", "CONTEXT_INT(Const.MaxGeometryOutputVertices), extra_ARB_geometry_shader4" ],
[ "MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB", "CONTEXT_INT(Const.MaxGeometryTotalOutputComponents), extra_ARB_geometry_shader4" ],
[ "MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB", "CONTEXT_INT(Const.GeometryProgram.MaxUniformComponents), extra_ARB_geometry_shader4" ],
- [ "MAX_GEOMETRY_VARYING_COMPONENTS_ARB", "CONTEXT_INT(Const.MaxGeometryVaryingComponents), extra_ARB_geometry_shader4" ],
- [ "MAX_VERTEX_VARYING_COMPONENTS_ARB", "CONTEXT_INT(Const.MaxVertexVaryingComponents), extra_ARB_geometry_shader4" ],
+ [ "MAX_GEOMETRY_VARYING_COMPONENTS_ARB", "CONTEXT_INT(Const.MaxVaryingComponents), extra_ARB_geometry_shader4" ],
+ [ "MAX_VERTEX_VARYING_COMPONENTS_ARB", "CONTEXT_INT(Const.MaxVaryingComponents), extra_ARB_geometry_shader4" ],
# GL_ARB_color_buffer_float
[ "RGBA_FLOAT_MODE_ARB", "BUFFER_FIELD(Visual.floatMode, TYPE_BOOLEAN), extra_core_ARB_color_buffer_float_and_new_buffers" ],
GLuint MaxRenderbufferSize; /**< GL_EXT_framebuffer_object */
GLuint MaxSamples; /**< GL_ARB_framebuffer_object */
- /** Number of varying vectors between vertex and fragment shaders */
+ /** Number of varying vectors between any two shader stages. */
GLuint MaxVarying;
- GLuint MaxVertexVaryingComponents; /**< Between vert and geom shader */
- GLuint MaxGeometryVaryingComponents; /**< Between geom and frag shader */
+ GLuint MaxVaryingComponents;
/** @{
* GL_ARB_uniform_buffer_object
c->MaxVarying = screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
PIPE_SHADER_CAP_MAX_INPUTS);
c->MaxVarying = MIN2(c->MaxVarying, MAX_VARYING);
+ c->MaxVaryingComponents = c->MaxVarying * 4;
c->MinProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MIN_TEXEL_OFFSET);
c->MaxProgramTexelOffset = screen->get_param(screen, PIPE_CAP_MAX_TEXEL_OFFSET);